cover
Contact Name
Agariadne Dwinggo Samala
Contact Email
agariadne@ft.unp.ac.id
Phone
+6281352281993
Journal Mail Official
-
Editorial Address
Faculty of Engineering, Universitas Negeri Padang Jl. Prof. Dr. Hamka Air Tawar Padang, 25132
Location
Kota padang,
Sumatera barat
INDONESIA
Jurnal Teknologi Informasi dan Pendidikan
ISSN : 20864981     EISSN : 26206390     DOI : https://doi.org/10.24036/jtip
Jurnal Teknologi Informasi dan Pendidikan (JTIP) is a scientific journal managed by Universitas Negeri Padang and in collaboration with APTEKINDO, born from 2008. JTIP publishes scientific research articles that discuss all fields of computer science and all related to computers. JTIP is published twice a year. The editorial board comes from the lecturer board in the Department of Electronics.
Articles 340 Documents
ANALISIS TINGKAT KELAYAKAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN KERJA BENGKEL DAN GAMBAR TEKNIK KELAS X TEKNIK AUDIO VIDEO DI SMK NEGERI 1 SUMATERA BARAT Hidayati Armi; Ika Parma Dewi
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 2 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i2.363

Abstract

This study aims to determine the analysis of the feasibility level of interactive learning media in Workshop Work and Engineering Drawing Subjects for Class X Audio Video Engineering at SMK Negeri 1 West Sumatra. The method used in this research is the descriptive method using quantitative and qualitative approaches. The types of data used in research are quantitative data and qualitative data. The research instrument in the form of a questionnaire was used to obtain data about the level of validity of learning media. This questionnaire was filled in by two material experts and two media experts. The aspects that are validated in this study are the aspects of content (material) and aspects of display (media). The data analysis technique used is quantitative descriptive analysis and qualitative descriptive analysis. The results showed that interactive learning media obtained an average score of 87% from both material experts and 84% from both media experts. Based on the results of these studies interactive learning media in Workshop Work and Technical Drawing Subjects are in the "Very Valid" category. Keywords: Feasibility Level Analysis, Interactive Learning Media, Workshop Work, and Technical Drawing
Perancangan Materi Ajar Penggunaan Alat Ukur Listrik Dan Elektronika Berbasis Adobe Flash Cs6 Jurusan Teknik Audio Dan Video Di SMK N 1 SUMBAR Elfa Rianti; Putra Jaya
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.364

Abstract

The purpose of this study was to determine the feasibility of designing teaching materials using adobe flash CS6-based electrical and electronic measuring instruments and the increase in student learning outcomes in basic electricity and electronics (DLE) subjects in the audio and video engineering department at SMK N 1 West Sumatra. The method used in this study uses the waterfall model. The waterfall model consists of 1) Define, 2) Design, 3) Development, 4) Testing. The research was conducted at SMK N 1 West Sumatra. Data collection techniques are validation from material experts, media experts, practicality tests for teachers and students, then to find out student learning outcomes, test tests are conducted for students. The results of the validation of the material get a mean score of 4.8 with a very feasible category, the results of the validation of media experts get a mean score of 4.83 with a very feasible category, the results of the practicality test of the teacher get a score of 4.7 with the very practical category and 94% presentation, the results of the practicality test students get a mean score of 4.04 with the practical category and 80.8% presentation, and the learning outcomes of X TAV students get a mean score of 75.6 with a presentation of 83.7% and the category is very good. The data obtained shows that the design of teaching materials using electric and electronic measuring instruments based on Adobe Flash CS6 is valid, practical and there is an increase in student learning outcomes.
PENGEMBANGAN KONTEN PEMBELAJARAN MULTIMEDIA DIGITAL MINI SERVER LENTERA Ganefri Ganefri; Febri Prasetya; Fadhli Ranuharja; Bayu Ramadhani Fajri; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 2 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i2.365

Abstract

Educational problems in the 3T area (Disadvantaged, Frontier, and Outermost) areas, apart from teaching staff, such as shortage of teaching staff, low qualifications, low competence and mismatches between educational qualifications and fields being managed (mismatched) are also problems of inadequate telecommunications. network facilities, especially internet networks. Lentera (Source of Learning Materials for Remote Areas) is an innovative product in digital learning based on mobile learning applications that can be used without having to be connected to the internet (offline). The learning content is designed in the form of Whiteboard Animation-based learning multimedia or whiteboard animation. Learning content is uploaded to the mini server. The mini server called Lentera can be accessed by teachers and students using smartphones offline or does not require an internet network. The development of digital multimedia learning content with a mini server called Lentera aims to develop innovative digital learning media to support teachers and students who experience difficulties in internet networks to carry out digital learning in the 3T area. The method used in the construction of this mini server is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The lantern as a blackboard animation learning medium is very feasible (valid) to be used in learning with an average validation value of 94.87%.
Information Systems of Official Trips at General Election Commission Office (KPU) Bayu Rianto; Fitri Yunita; Muhammad Amin; Rahma Rahma
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.369

Abstract

The General Election Commission (KPU) of Indragiri Hilir Regency has not had a particular application that helps financial staff make a warrant for an official trip. Recently, it has been made by using Microsoft Word. Therefore, researchers create a system to facilitate it easier. This study uses the waterfall method in developing its system, which includes the stages of needs analysis, data collection, application development, testing, and implementation. The data collection was done by utilizing observation, interviews, and literature studies. The modeling system used is UML modeling (Unified Modeling Language) web-based with the programming language PHP (Hypertext Preprocessor) and MySQL database. This study's results can make it more straightforward for financial staff to make a warrant for an official trip. It makes it easier to find information related to past official travel if needed.
Designing The Information System for Data Collection of Covid-19 Symptoms for Indonesian Citizens Thamrin Thamrin; Delsina Faiza; Ahmaddul Hadi; Khairi Budayawan; Geovanne Farell; Igor Novid
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.386

Abstract

Information systems are the result of rapidly emerging technological developments because human needs as information users of technology are very strong and rapid. Begin with the very rapid growth of computer technology, computers such as smartphones, tablets, notebooks and others are limited in scale. This small computer device must be connected to the Internet so that it can be used properly. And the information system plays its role as a provider of information that computer users want to access when the computer device is linked to the Internet. The information system developed in this paper is the Citizen Data Collection Information System, this system was created using the YII Framework. The YII framework uses the MVC method which makes it easier to develop a Citizen Data Collection Information System. With this Information System, information about the latest condition of the residents can be easily accessed. So that the Kelurahan, Kecamatan, RW, and RT will have the latest information about their residents and easily anticipate if needed. In the development of this system, it has staged such as literature study, observation, interviews, analysis, design, testing, and implementation. The conclusion is that this information system can carry out the desired function when it is implemented.
RANCANG BANGUN MARKETPLACE STUDIO PHOTO DI KOTA PADANG MENGGUNAKAN FRAMEWORK CODEIGNITER Dony Novaliendry; Nazifa Dwi Putri
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.401

Abstract

Marketplace is an activity forum that carries out buying and selling transactions in electronic form and the transaction process is very easy and fast. However, there is still little use of technology in marketing and searching for photo studio services, perhaps only limited to using social media such as Instagram, WhatsApp and Facebook. For now it is not easy to find photo studio services with good quality and affordable prices, because there are still few systems that provide detailed information about many photo studios. In addition, from the perspective of service actors, it is still difficult to market their services because they are obstructed by the information media. This marketplace design aims to find out how to promote, order and pay at the photo studio marketplace in Padang City. The design of this marketplace is built on a web basis using the CodeIgniter framework. This application was developed using the Unified Modeling Language (UML) model / method. As a result, it can provide fast service for customers because ordering and payments can be made online.
The Opportunity to Access Better Information Technology Eri Mardison
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.406

Abstract

Children are born without being able to choose a number of factors that are attached to them. This is in fact unfair to him in supporting his future. HOI exists to calculate a number of factors that cause imbalance and how much inequality should be reallocated. The usage of cellphone has covered 63.86 percent. The inequality that must be reallocated is 8.76 percent. Per capita income and residence are the dominant influencing factors. In the case of cellphone ownership, the coverage was still 33.12 percent, with an inequality reallocation of 17.05 percent. Per capita income and residence are the dominant factors. Access coverage on new computers reached 17.35 percent with reallocation of inequalities reaching 28.87 percent. Per capita income, residence and certificate of household head are the dominant factors. Meanwhile internet access has covered 35.02 percent with inequality reallocation reaching 17.85 percent. Per capita income, residence and certificate of household head are the most dominant things. An understanding of reality is very important in taking online policies against children that happen to be implemented during the Covid-19 period and possibly afterward.
Development of Interactive Learning Media Edugame using ADDIE Model Fadhli Ranuharja; Ganefri Ganefri; Bayu Ramadhani Fajri; Febri Prasetya; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.412

Abstract

In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
Website Based E-Module Development on Computer System in Vocational High School Nesia Yolanda; Fahmi Rizal
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.417

Abstract

The problem in this research is that in computer system learning, there is no special media for online learning. During the learning process using teaching materials in the form of power points. The teacher as a facilitator must be able to provide facilities that support teaching and learning, this is not in accordance with existing conditions in the field, the teacher does use information and communication technology-based media, but the use of power point media is still not optimal, there is no video, simulation and evaluation . In addition, during this pandemic situation, the learning process is less effective, because the face-to-face learning process is divided into 2 shifts. In this condition, online-based learning media is demanded. This has an impact on the grade X computer value system of TKJ majors at SMKN 1 Painan. The method used in this research is research and development (R&D). The development model used is the 4-D model development. The 4-D development model consists of 4 stages, namely Definition, Design, Development and Deployment. The results showed that: (1) this research has produced a website-based learning module product for computer system subjects at SMK Negeri 1 Painan using a domain, namely https://emodulsiskom.com/smkn1painan/ which can be accessed by teachers and students. with a computer, laptop, or smart phone connected to the internet via a web browser whenever and wherever they are. (2) The E-Module on the subject of Computer Systems that was developed is valid, practical and effective.
Rancang Bangun Sistem Informasi Lembaga Sertifikasi Profesi Universitas Bung Hatta Berbasis Web Dony Novaliendry; Afiful Azkia
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.446

Abstract

Professional certification is an effort to recognize a person's competence by the required work competency standards. Bung Hatta University Professional Certification Institute (LSP) is an agency implementing competency certification activities that have received a license from the National Professional Certification Agency (BNSP) to certify students from various fields of science and professions at Bung Hatta University. Bung Hatta University LSP has the status of the first party LSP educational institutions. The registration process for certification at the Bung Hatta University LSP is still done manually by filling in several paper forms. This is considered ineffective considering the current technological advances. By developing a website-based information system, this can be overcome. The purpose of designing a website-based information system is to produce an information system that can assist the certification process and can be accessed by any relevant user anytime and anywhere. This information system was developed using the waterfall method. This method has several stages, namely the needs analysis, design, implementation, and testing stage. The design of this information system used Unified Modeling Language (UML) and implemented using the Yii2 framework as a PHP framework and MySQL as a Database Management System (DBMS). The design of this information system resulted in a web-based Information System for Bung Hatta University LSP, which focused on the initial administrative process.

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